/*
 * This program is free software: you can redistribute it and/or modify it under
 * the terms of the GNU General Public License as published by the Free Software
 * Foundation, either version 3 of the License, or (at your option) any later
 * version.
 * 
 * This program is distributed in the hope that it will be useful, but WITHOUT
 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
 * FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
 * details.
 * 
 * You should have received a copy of the GNU General Public License along with
 * this program. If not, see <http://www.gnu.org/licenses/>.
 */
package net.sf.l2j.gameserver.handler.skillhandlers;

import java.util.logging.Logger;

import net.sf.l2j.Config;
import net.sf.l2j.gameserver.handler.ISkillHandler;
import net.sf.l2j.gameserver.model.L2Effect;
import net.sf.l2j.gameserver.model.L2ItemInstance;
import net.sf.l2j.gameserver.model.L2Object;
import net.sf.l2j.gameserver.model.L2Skill;
import net.sf.l2j.gameserver.model.actor.L2Character;
import net.sf.l2j.gameserver.model.actor.instance.L2PcInstance;
import net.sf.l2j.gameserver.network.SystemMessageId;
import net.sf.l2j.gameserver.network.serverpackets.SystemMessage;
import net.sf.l2j.gameserver.skills.Env;
import net.sf.l2j.gameserver.skills.Formulas;
import net.sf.l2j.gameserver.templates.item.L2WeaponType;
import net.sf.l2j.gameserver.templates.skills.L2SkillType;

public class Pdam implements ISkillHandler
{
    private static Logger _log = Logger.getLogger(Pdam.class.getName());

    private static final L2SkillType[] SKILL_IDS = 
    {
    	L2SkillType.PDAM, L2SkillType.FATAL
    };

    public void useSkill(L2Character activeChar, L2Skill skill, L2Object[] targets)
    {
        if (activeChar.isAlikeDead()) 
        	return;

        int damage = 0;

        if (Config.DEBUG)
        	_log.fine("Begin Skill processing in Pdam.java " + skill.getSkillType());

        L2ItemInstance weapon = activeChar.getActiveWeaponInstance();
        boolean soul = (weapon != null 
        		&& weapon.getChargedSoulshot() == L2ItemInstance.CHARGED_SOULSHOT 
        		&& weapon.getItemType() != L2WeaponType.DAGGER);
        
        for (L2Character target: (L2Character[]) targets)
        {
            if (activeChar instanceof L2PcInstance && target instanceof L2PcInstance && ((L2PcInstance)target).isFakeDeath())
                target.stopFakeDeath(true);
            else if (target.isDead())
            	continue;

    		//	Calculate skill evasion. As PDAM skillType is used for bow, make an exception with this weapon.
            boolean skillIsEvaded = Formulas.calcPhysicalSkillEvasion(target, skill);
            if (weapon != null && weapon.getItemType() != L2WeaponType.BOW)
            {
        		if (skillIsEvaded)
        		{
        			if (activeChar instanceof L2PcInstance)
        				((L2PcInstance) activeChar).sendPacket(SystemMessage.getSystemMessage(SystemMessageId.S1_DODGES_ATTACK).addCharName(target));
        			
        			if (target instanceof L2PcInstance)
        				((L2PcInstance) target).sendPacket(SystemMessage.getSystemMessage(SystemMessageId.AVOIDED_S1_ATTACK).addCharName(activeChar));
        			
        			//no futher calculations needed.
        			continue;
        		}
            }
            
            final boolean dual = activeChar.isUsingDualWeapon();
            final byte shld = Formulas.calcShldUse(activeChar, target);
            
            // PDAM critical chance not affected by buffs, only by STR. Only some skills are meant to crit.
            boolean crit = false;
            if (skill.getBaseCritRate() > 0)
            	crit = Formulas.calcCrit(skill.getBaseCritRate() * 10 * Formulas.getSTRBonus(activeChar));

            if (!crit && (skill.getCondition() & L2Skill.COND_CRIT) != 0) 
            	damage = 0;
            else 
            	damage = (int) Formulas.calcPhysDam(activeChar, target, skill, shld, false, dual, soul);
            
            if (crit) 
            	damage *= 2; // PDAM Critical damage always 2x and not affected by buffs

			final byte reflect = Formulas.calcSkillReflect(target, skill);

			if (skill.hasEffects())
			{
				L2Effect[] effects;
				if ((reflect & Formulas.SKILL_REFLECT_SUCCEED) != 0)
				{
					activeChar.stopSkillEffects(skill.getId());
					effects = skill.getEffects(target, activeChar);
					if (effects != null && effects.length > 0)
						activeChar.sendPacket(SystemMessage.getSystemMessage(SystemMessageId.YOU_FEEL_S1_EFFECT).addSkillName(skill));
				}
				else
				{
					// activate attacked effects, if any
					target.stopSkillEffects(skill.getId());
					effects = skill.getEffects(activeChar, target, new Env(shld, false, false, false));
					if (effects != null && effects.length > 0)
						target.sendPacket(SystemMessage.getSystemMessage(SystemMessageId.YOU_FEEL_S1_EFFECT).addSkillName(skill));
				}
			}

			if (damage > 0)
			{
				activeChar.sendDamageMessage(target, damage, false, crit, false);

				// Possibility of a lethal strike
				Formulas.calcLethalHit(activeChar, target, skill);

				target.reduceCurrentHp(damage, activeChar, skill);

				// vengeance reflected damage
				if ((reflect & Formulas.SKILL_REFLECT_VENGEANCE) != 0)
				{
					if (target instanceof L2PcInstance)
						target.sendPacket(SystemMessage.getSystemMessage(SystemMessageId.COUNTERED_S1_ATTACK).addCharName(activeChar));
					
					if (activeChar instanceof L2PcInstance)
						activeChar.sendPacket(SystemMessage.getSystemMessage(SystemMessageId.S1_PERFORMING_COUNTERATTACK).addCharName(target));
					
					// Formula from Diego post, 700 from rpg tests
					double vegdamage = (700 * target.getPAtk(activeChar) / activeChar.getPDef(target));
					activeChar.reduceCurrentHp(vegdamage, target, skill);
				}
			}
			else // No damage
				activeChar.sendPacket(SystemMessage.getSystemMessage(SystemMessageId.ATTACK_FAILED));
        }

		//self Effect :]
		if (skill.hasSelfEffects())
		{
			final L2Effect effect = activeChar.getFirstEffect(skill.getId());
			if (effect != null && effect.isSelfEffect())
			{
				//Replace old effect with new one.
				effect.exit();
			}
			skill.getEffectsSelf(activeChar);
		}
        
        if (soul && weapon != null) 
        	weapon.setChargedSoulshot(L2ItemInstance.CHARGED_NONE);
    }

    public L2SkillType[] getSkillIds()
    {
        return SKILL_IDS;
    }
}